#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec3 aNormal;
layout(location = 2) in vec2 aTexCoord;
layout(location = 3) in mat4 instanceMat;

out vec3 FragPos;
out vec3 Normal;
out vec2 TexCoord;

uniform mat4 view;
uniform mat4 projection;

void main()
{
    gl_Position = projection * view * instanceMat * vec4(aPos, 1.0);

    FragPos = vec3(instanceMat * vec4(aPos, 1.0));
    Normal = aNormal;
    TexCoord = aTexCoord;
}